I want to make a Game Over UI, but code don't work

Hi, I’m making a 3d game. I already have a Game Over UI, and I wanted to show it when I collided with a cube, but the code didn’t work. I think its because its a UI and I put it as a game object, but I don’t know how to fix it.

Btw here’s my code.

using UnityEngine;

public class PlayerCollision : MonoBehaviour
{
    public GameObject gameObject;
   
    void Start ()
    {
        gameObject.SetActive(false);
    }
   
    void OnCollisionEnter (Collision collisionInfo)
    {
        if (collisionInfo.collider.tag == "DieCube")
        {
            gameObject.SetActive(true);
        }
    }
}

That is both unfortunate and also completely useless for problem solving.

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

ALSO: DO NOT DO THIS! You are hiding the built-in property that gives you access to the host GameObject where this script is running. While technically legal if you understand all the massive implications of doing so, it’s unlikely you really intend this, so just don’t do it.